I've got something in the works, and I'm somewhat convinced I'll actually have something by the end of January.

I've got a mostly-working engine now with a few tweaks still needed, but it's not quite worthy of its own post yet. I'm struggling a lot with music and art, but I'm learning a lot as I go, so it's probably worth it.

Well, I had an entry started a few months ago, but after completing the basic game engine (player control, level-decoding, scrolling, etc), I haven't really touched it, since then! I'm simply too busy with other things right now.

It was a Super Mario Bros. clone, using NROM-256, I had devised a custom level format that is 30% smaller than what Super Mario Bros had, allowing for more complex level designs, in less ROM space!

The game is also way prettier than Super Mario Bros. while using less tiles!

Art-wise, the game was intended to have more graphical variations, like the later Mario games:

If I miss the compo deadline, oh well. But this game will be finished, eventually!

Astonishing work! Well done, Alp! I especially like how you turn the lake into a desert by a simple palette swap; very elegant. And the ice level looks fun. Does your level algorithm always include a water line?

Quote:

The red-yellow alternating blocks hurt my eyes.

It may be less of a problem on ntsc/pal video, but in pixel perfect emulation, i agree on the checkerboard. Though, sonic the hedgehog does this with less contrast and those elements still don't appeal to me, so maybe it's more the pattern than the colours used for me.

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